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Difference between revisions of "Day of Infamy"
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Smith & Wesson M1917 models as well as late Colt models are capable of firing rimless .45 ACP without half moon clips, However the ejector-rod cannot engage them and they hence have to be poked out or shaken out of the cylinder. In the game, when using single rounds, the player shakes them out without engaging the ejector-rod, but uses the ejector-rod to do so with half moon clips equipped. | Smith & Wesson M1917 models as well as late Colt models are capable of firing rimless .45 ACP without half moon clips, However the ejector-rod cannot engage them and they hence have to be poked out or shaken out of the cylinder. In the game, when using single rounds, the player shakes them out without engaging the ejector-rod, but uses the ejector-rod to do so with half moon clips equipped. | ||
[[Image:S&W-Model-1917.jpg|thumb|none|350px|Smith & Wesson M1917 Revolver - .45 ACP]] | [[Image:S&W-Model-1917.jpg|thumb|none|350px|Smith & Wesson M1917 Revolver - .45 ACP]] | ||
− | [[Image: | + | [[Image:DOIM1917Menu.jpg|thumb|none|600px|The S&W M1917 in the customization menu. ''Note the ejector rod socket, the S&W style cylinder release latch and half moon front sight that identifies this as a Smith and Wesson model.'']] |
− | [[Image: | + | [[Image:DOIM1917Hold.jpg|thumb|none|600px|Holding the S&W M1917 in one hand]] |
− | [[Image: | + | [[Image:DOIM1917Aim.jpg|thumb|none|600px|Aiming the S&W M1917]] |
− | [[Image: | + | [[Image:DOIM1917Cock.jpg|thumb|none|600px|Aiming the S&W M1917]] |
− | [[Image: | + | [[Image:DOIM1917Reload1.jpg|thumb|none|600px|Reloading the S&W M1917 with half moon clips]] |
+ | [[Image:DOIM1917Reload2.jpg|thumb|none|600px|Reloading the S&W M1917 with half moon clips]] | ||
+ | [[Image:DOIM1917Reload3.jpg|thumb|none|600px|Reloading the S&W M1917 with half moon clips]] | ||
+ | [[Image:DOIM1917Bash.jpg|thumb|none|600px|Melee bashing with the S&W M1917. Note the half-moon clips model ''clipping'' ( no pun intended ) out of the cylinder.]] | ||
==Rifles== | ==Rifles== |
Revision as of 11:00, 26 March 2017
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Day of Infamy for current discussions. Content is subject to change. |
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Day of Infamy is the standalone version of the Insurgency 2 Mod Day of Infamy, and is set to be the spiritual successor of Day of Defeat. The game is set in the Western Front of World War II, and objectives involve capturing and defending objectives to increase territory and spawn waves. Aiming for more realism than most first person shooters, many UI elements such as a health bar and crosshair has been omitted. However, compromises with realism has been made for the sake of gameplay, which explains some anachronistic weaponry in the arsenal. Teams are split into various classes, namely:
- Officers, who can call in radio support
- Riflemen, who have a sway reduction after sprinting
- Assaults, who have faster movement speed
- Supports, who have resistance to suppression
- Engineers, who have a reload speed increase
- Radiomen, who can capture points faster with their radio
- Flamethrowers, who have increased weight threshold
- Machine gunners, who can carry more ammunition
- Snipers, who can hold their breath longer
Players can customize their loadout to select different equipment, such as attachments (eg bayonet for a Kar98K) and binoculars or choose to ignore it. This is done by supply points which players need to purchase equipment, and can be earned by killing opponents and capturing objectives to aid the team.
Allied forces consist of the Commonwealth and the US Army and Axis forces consist of the Wehrmacht. Each team has different equipment that would promote different playstyles. Plans are included to include custom "units" that players can unlock via progression so as to increase the aesthetic variety in each game. To keep this in lieu with realism, maps will only allow for units that have served there. For example, Ortona will allow for Canadian units to be equipped, while Dog Red will disable the selection of US Paratroopers. Early access users have exclusive access to "First Wave" units, namely the 1st Rangers Battalion (US), Gordon Highlanders (Commonwealth) and 1st infanterie-Division (Wehrmacht).
The following weapons appear in the video game Day of Infamy:
Weapons of the Wehrmacht
Handguns
Walther P38
The Walther P38 is the German side-arm that is available to all classes except the sniper and the officer. It erroneously holds 10+1 rounds.
Walther PPK
The Walther PPK is a German side-arm that is available to the assault, support, radioman, engineer and sniper. Like the P38, it erroneously holds 10+1 rounds. Oddly, the theater files define it as using the 9x18mm Makarov round, probably basing the damage model on the Makarov PM from Insurgency 2.
Luger P08
The Luger P08 is a German side-arm that is available to the officer and machine gunner. Just as the above pistols it holds 10+1 rounds.
Mauser C96
The Mauser C96 is a German sidearm that is available to the officer and flamethrower. It holds 10 rounds and as of Beta, is the only German side-arm with its rightful magazine capacity. Bizarrely, it can be reloaded before its clip is emptied, but the reload is the same as the empty, with all the rounds in the gun vanishing and the bolt being locked back. It also does not have a "first draw" animation. In an early iteration of the test branch of the game a "broomhandle" stock was available but it has since been removed
Rifles
Karabiner 98k
The Karabiner 98k appears in game as the "Karabiner 98k" and is the standard issue bolt action rifle for the Wehrmacht. It is available for the officer, the radioman, the rifleman, the engineer and the sniper. Only the rifleman can equip rifle grenades. It holds 5 rounds in its magazine. Like the other bolt action rifles in game, when reloading the round that is ejected from the ejection port is not accounted for. It can be reloaded with both stripper clips and single rounds.
Karabiner 98k with ZF39 scope
Equipping the "7x scope" will convert the Karabiner 98k to the sniper variant with a ZF39 scope. The 4x scope's magnification has been increased to 7x for gameplay purposes. This attachment is only available to the sniper.
Karabiner 98k with ZF4 scope
Equipping the "4x scope" attaches a ZF4 to the Karabiner 98k, complete with a side-swept mount exclusive to the Karabiner 98k. However, the model is scaled slightly too small and it is missing the eyecup usually seen with it. This attachment is only available to the sniper. Previously this was preceded by the ZF41 in the test branch.
Karabiner 98k with 30mm Schiessbecher grenade launcher
The 30mm Schiessbecher also called as Gewehrgranatgerät is available only to the Wehrmacht rifleman, even the engineer has no access to it. When the game was in alpha, to equip it the character would load in a blank before loading the grenade in. To reload you would chamber another blank prior to loading the next grenade. To de-equip you would remove the blank and remove the grenade launcher. As of beta, this animation has been simplified such that blanks are no longer loaded. The grenade launcher can be fired and aimed from a standing position.
NOTE: When equipping grenade launchers the player is no longer able to melee bash with them.
Gewehr 43
The Gewehr 43 appears in game as the "Gewehr 43" and is available to the officer, radioman and sniper. It holds 10+1 rounds.
Gewehr 43 with ZF4
Equipping the "4x scope" will attach a ZF4 to the Gewehr 43. As its name implies the scope's magnification has been increased to 4x for gameplay purposes.
FG 42
The FG 42 is available to the support class and holds 20 rounds in its box magazine. The FG 42 in-game is based on the early pattern and can equip a ZFG42, and hence the Wehrmacht support is consequentially the only non-sniper class that can equip a magnified optic of any form. The weapon fires from an open bolt on both fire modes. The weapon's bolt does not lock back after the first round despite being able to in real life. The weapon can also be deployed with its bipods.
Sadly, the weapon has mediocre damage, unreasonable recoil and flat-out terrible accuracy, and is a disappointing weapon to use in-game.
It's bayonet can be extended as an attachment, and while it is not officially in the customisation menu it is already coded into the base game and can be equipped with cheats.
FG-42 with ZFG-42
Equipping the "4x Scope" attaches a ZFG-42 to the FG-42 and folds down its iron sights.
StG-44
The StG-44 appears as the "STG 44" and is available to the Wehrmacht support. It holds 30+1 rounds.
Submachine Guns
MP40
The MP40 appears as the "MP40" and is available to the officer, assault and engineer classes. It has 32 rounds and correctly fires from an open bolt.
C96 Carbine/M712 Schnellfeuer hybrid
A hybrid of the Mauser C96 Carbine and the Mauser M712 Schnellfeuer was introduced on September 29. It appears to be a C96 Carbine with the removable magazine and select-fire capabilities of the M712 Schnellfeuer and is referred to in-game as the "C96 M1932", despite being neither of them. It is available to the assault oddly and holds 20+1 rounds in its magazine. The extended magazine option introduces a 40-round magazine. It is unlikely for such a weapon to be used by the Wehrmacht (the C96 Carbine in particular was never issued and was only for exports) and if anything, the slightly more fathomable situation would be a rich officer owning an M712 with a broomhandle stock, even then he would use a 20 round magazine, not a 40-round one.
Its 40-round magazine for momentarily removed from a test branch but has regrettably been re-added and as of the latest build, is still available.
Machine Guns
MG-34
The MG-34 is available to the Wehrmacht support class. Unlike the MG-42 the machine gunner uses, its iron sights are usable even when its bipods are not deployed, however it's not recommended to do so, as it experiences very strong recoil, which has thankfully been reduced to slightly more believable levels. It can fire on both semi and fully automatic modes from an open bolt. Since the latest update the number of rounds in the assault drum has been corrected to 50. Note that the MG34 is actually more expensive to manufacture and is heavier than the MG42 when empty.
MG-42
The MG-42 is available to the Wehrmacht machine gunner class. As with other machine guns available to the machine gunner classes, it can only be aimed when deployed. It has a 250 round belt by default and only fires from an open bolt.
Flamethrowers
Flammenwerfer 41
The Flammenwerfer 41 is the flamethrower of choice for the flamethrower class of the Wehrmacht. Attaching it attaches a fuel tank to the back of your character. Shooting this tank would lead to fuel leaking and possibly an explosion of the tank. Like its Allied counterparts it holds 500 "ammo" and can light up the surroundings with its flames. Flamethrowers are the only primary weapons that cannot be used to melee bash.
Einstossflammenwerfer 46
The little-known Einstossflammenwerfer 46 goes by the name of "Einstoss 46" in Day of Infamy and is available to the support and engineer as an area denial weapon. It holds 15 "ammo" and it leaves a flame behind that effectively holds off enemy advancement. A point to note is that this was not issued to the Wehrmacht Heer, but to the Volkssturm and the Fallschirmjäger in the later part of the war.
Launchers and Explosives
Panzerfaust 60
The Panzerfaust 60 is available to the Engineer as a cheap 3-point, single shot launcher. It is referred to simply as the "Panzerfaust"
RPzB 54 Panzerschreck
The Panzerschreck is available to the Engineer as a 5-point rocket launcher that can be reloaded if the player has the "Heavy Kit" equipped which gives him an additional rocket on top of more ammo. It has a maximum of 2 shots and is the RPzB 54 variant with its blast shield.
Nebelhandgranate 39
The Nebelhandgranate 39 appears in Day of Infamy as simply "Nebelhandgranate" and is the smoke grenade of choice for the Wehrmacht and is available to all classes except the engineer.
Model 24 Stielhandgranate
The Model 24 Stielhandgranate appears in Day of Infamy as simply "Stielhandgranate" and is available to all classes except the flamethrower, sniper, support and engineer.
Model 24 with Fragmentation Sleeve
A variant of the Model 24 Stielhandgranate with a fragmentation sleeve appears in Day of Infamy as the "Splitterringgranate" and is available to all classes except the radioman, engineer and flamethrower. It is heavier than the default stielhandgranate and can be thrown only up to a shorter distance but has a larger blast radius. It has custom visual effects.
Sprengbüchse
The Wehrmacht engineer has access to a Sprengbüchse charge. It has a lengthy fuse time with a massive blast radius.
Weapons of the Commonwealth
Handguns
Webley Mk IV
The Webley Mk IV appears in Day of Infamy simply as the "Webley" and is available to all classes except the sniper. It is chambered in .38 S&W and fires 6 rounds in double action. There is a secret draw animation where the character spins the revolver about his right hand.
Browning Hi-Power
The Browning Hi-Power appears in Day of Infamy as the "Hi-Power". It holds 13+1 rounds of 9mm in its magazine and is available to all classes. Previously in the test branch of the game a wooden stock was planned but was later removed, similar to the C96. It shares most of the animations of the M1911A1.
Welrod Mk II
The Welrod Mk II appears in Day of Infamy simply as the "Welrod". It holds 8+1 rounds in its magazine and is available only to the sniper and officer of the Commonwealth as a bolt-action, suppressed pistol. it is worth noting that the Welrod was never made for the Commonwealth forces but only for the British Special Operations Executive (SOE).
Rifles
Lee-Enfield No 4 Mk I
The Lee-Enfield No 4 Mk I appears in Day of Infamy as "Lee-Enfield No 4" and is available to the officer, rifleman, radioman, engineer and sniper classes. It holds 10 rounds in its magazine. That on top of it having the highest rate of fire among all three rifles makes the Lee-Enfield No 4 Mk I the best rifle in this game, however this advantage means nothing in the face of automatic weapons and semi-automatic weapons.
Lee-Enfield No 4 Mk I (T)
Equipping the "4x scope" adds a No 32 scope and a cheekpad to the Lee-Enfield No 4 Mk I, essentially converting it to a Lee-Enfield No 4 Mk I (T). This is only available to the sniper. As its name suggests, the 3.5x scope's magnification had been raised to 4x to match its contemporaries.
Lee-Enfield No 4 Mk I (T) with Winchester A5 scope
Equipping the "7x scope" mounts a cheekpad and a Winchester A5 (?!) scope, hence replacing the more accurate and realistic No 32 scope. The Winchester A5 has been seen on many weapons, including the venerable SMLE No 1 Mk III, but the No 4 Mk I (T) just happens to not be one of them. This is to make the scope used closer in magnification to the stated magnification in-game. This attachment is only available to the sniper.
This unlikely attachment is an odd choice for a game where attachments are highly specific to the weapon itself, with the Karabiner 98k having a specific ZF4 mount, the M1 Garand and M1903A3 using separate grenade launcher models, and the No 4 Mk I using anachronistic Energa grenades simply because they were more plausible than the idea of No 4 Mk Is with SMLE cup launchers.
Lee Enfield No 4 Mk I with Projector Mk 5
Equipping "Rifle Grenades" will add a Projector Mk 5 mount for Energa anti-tank rifle grenades which are highly anachronistic, being developed only in the 1950s. This attachment is only available to the rifleman class. Like the cup grenade launcher for the Karabiner 98k, the player no longer loads blank rounds into the rifle prior to loading the grenade.
Submachine Guns
Sten Mk II
The Sten Mk II is the most common submachine gun of choice for the Commonwealth. It holds 32 rounds in its magazine and fires from an open bolt. It is available to the assault and engineer classes. It is worth noting that unlike most other shooters, the player holds the Sten Mk II the right way.
Sten Mk IIS
Equipping the "suppressor" attachment will convert the Sten Mk II into a Mk IIS. This attachment is only available on cooperative modes.
Sten Mk V
The Sten Mk V is available to the officer class and can equip a bayonet. Like the Sten Mk II it holds 32 rounds in its magazine and fires from an open bolt. It is worth noting that Sten Mk Vs were issued mostly to airborne units rather than generic foot soldiers the game seems to portray.
M1928A1 Thompson
The M1928A1 Thompson appears in Day of Infamy as the "Thompson M1928A1" and has a 20-round magazine by default, firing from an open bolt. It is available to the Commonwealth officer and can equip a 30-round extended magazine. When the game was still in Alpha the Commonwealth support player had access to the 50-round drum, which bizarrely had no weight penalty when equipped. The drum attachment has since been removed. The M1928A1 also used to be the placeholder submachine gun of choice of the US Army until it was replaced by the more accurate M1 and M1A1 Thompson.
M1928 Thompson
Equipping the "foregrip" attachment for the M1928A1 Thompson converts it into an M1928. However the weapon's bolt still locks back on empty like the M1928A1. They share the same iron sights.
M1928(A1) Thompson with "L" drum
Equipping the "drum magazine" attachment replaces the 20-round stick magazine with a 50-round drum magazine. This attachment is only available to the assault class on coop.
Machine Guns
Bren Mk II
The Bren Mk II appears in Day of Infamy as the "Bren Gun". It holds 30 rounds in its box magazine and fires from an open bolt. It is available to the Commonwealth support class.
Lewis Gun
The Lewis gun appears in Day of Infamy and is available to the Commonwealth support class. It holds 47 rounds in its pan magazine and fires from an open bolt. It can be aimed even when undeployed. It is probably the most dated gun in the game.
Vickers Mk VI
The Vickers machine gun appears in game as "Vickers" and is available for the Commonwealth machine gunner. It resembles a Mk VI or a Mk IV B with the bipods of a Mk VII and was based on a rare version seen in Malaya. Since both Vickers shared many parts it may be possible to use the bipods on a Mk VI. It is the "heavier" alternative that can only be aimed when deployed. It fires from a 250-round belt and is open-bolt. A point to note is that the Vickers Mk VI was mainly a machine gun to be mounted on tanks that was replaced early in the war by Browning M2s and Besa machine guns and it would be unlikely to see them carried by troops on the Western Front late into the war.
Note that the belt vanishes instead of passing through the left side of the receiver, this is done intentionally to reduce the polycount in an effort to optimise, since the belt and the main weapon body is very polycount-intensive.
Shotguns
As of the first Beta iteration only the Commonwealth has access to shotguns.
Ithaca Model 37
The Ithaca Model 37 appears in Day of Infamy simply as "Ithaca" and is available to the Commonwealth radioman and assault. It comes equipped by default with an extended magazine tube that contains 7 rounds.It is fed with 00 buckshot from the game files and the pellet count has been accurately reduced from 12 to 9.
Day of Infamy is one of the few games where the shotgun is still lethal without you needing to see the whites of the enemy's eyes.
Ithaca Model 37 with M1912 Trench Gun heatshield and bayonet lug
Equipping the bayonet attachment would attach a M1912 heatshield and bayonet lug to the Model 37 along with the bayonet.
Flamethrowers
No 2 Portable Flamethrower
The No 2 Portable Flamethrower appears in Day of Infamy simply as "flamethrower" and is available to the flamethrower class. It holds 500 "ammo" as with its contemporaries. Shooting the fuel tank would lead to leakage of fuel or an explosion.
Launchers and Explosives
PIAT
The PIAT launcher is available to the Commonwealth engineer. It has atrocious range and requires the player to aim extremely high to hit anything past the tenth meter. To compensate it can carry up to 3 rounds, one more than the Bazooka and the Panzerschreck. The PIAT has its monopod removed since the developers decided it was not important nor useful.
Mills Bomb
The Mills Bomb is available to the officer, rifleman, support, machine gunner and radioman classes. It has a 3 second fuse which is considerably shorter than the 5 second fuse on the stielhandgranate and Mk 2 grenade and hence gives enemies less time to throw the grenade back.
No 69 Grenade
The No 69 impact grenade is available to the rifleman, assault and engineer classes. It has a smaller blast radius than the Mills Bomb.
No 79 Grenade
The No 79 grenade appears in Day of Infamy as the "No 79 Smoke", and is available to all classes except the engineer. It is depicted as an impact smoke grenade, replacing the previous inappropriate No 77 as a smoke grenade.
No 77 Grenade
The No 77 grenade appears in Day of Infamy as the "No 77 WP Grenade". It is available to the engineer and radioman classes and is properly implemented as a white phosphorous impact grenade. As of now it finally has its own inventory picture.
TNT Charge
The Commonwealth and US Army engineers have access to TNT charges.
Weapons of the US Army
Handguns
Colt M1911A1
The Colt M1911A1 is available to all classes as the "M1911". It holds 7+1 rounds. It shares the same "first draw" animation as the Browning Hi-Power where the player switches off safety and racks the slide.
A point to note is that the trigger is a bit too large on this model, and may have been based on the trigger of the original M1911.
Smith & Wesson M1917
The Smith & Wesson M1917 appears in Day of Infamy as the "Model 1917" and is available to all classes except the support, radioman and machine gunner. It fires on single action only, with the player manually cocking the hammer after every shot. Half moon clips are an upgrade for one point. In game files it's referred to as "sw1917".
Smith & Wesson M1917 models as well as late Colt models are capable of firing rimless .45 ACP without half moon clips, However the ejector-rod cannot engage them and they hence have to be poked out or shaken out of the cylinder. In the game, when using single rounds, the player shakes them out without engaging the ejector-rod, but uses the ejector-rod to do so with half moon clips equipped.
Rifles
M1 Garand
The M1 Garand is available to the officer, radioman, rifleman and sniper (only on coop) class. It fires from an 8-round en-bloc clip and like in Red Orchestra 2: Rising Storm, can be reloaded when the gun is still loaded, however doing so is lengthier than an empty reload and will lead to any rounds in the en-bloc clip being lost.
M1C Garand
Equipping the "4x scope" mounts an M82 Telescope and a cheekpad on the M1 Garand, converting it to the M1C Garand. This upgrade is only available to the sniper in coop, as with his M1 Garand.
M1 Garand with M7 Grenade Launcher
Equipping the "Rifle Grenades" attachment attaches an M7 grenade launcher to the M1 Garand, replacing the previous and incorrect M1 model mounted on M1903 Springfields. The player uses M9A1 anti-tank rifle grenades. This attachment is available to the rifleman class alone. To equip it the player ejects the clip of live rounds and loads a clip of blanks before fitting the rifle grenade on. To fire live rounds the player ejects the blanks and loads live rounds instead. Live rounds are conserved in both processes. The rifle grenade has a time-delay fuse rather than the impact fuses of its counterparts, even though in reality it's impact-fused.
M1903A3 Springfield
The M1903A3 Springfield appears in Day of Infamy simply as "Springfield 1903" and is available to the rifleman, engineer and sniper classes. It has the C-type pistol grip stock typical of one built by Remington. It holds 5 rounds.
M1903A4 Springfield
In the past, equipping the "7x scope" attachment removes the iron sights and replaces the bolt of the M1903, and mounts a Weaver Model 330 scope, essentially converting it to an M1903A4 variant. This attachment is only available to the US sniper. The Weaver Model 330 has since been removed temporarily as with the No 32 on the No 4 Mk I (T), and is slated to return to the game again as the "4x scope" at a later date to rival the ZF4.
M1903A4 Springfield with Unertl 8x scope
Equipping the "7x scope" now removes the iron sights and adds a Unertl 8x scope to the M1903A3, essentially converting it into a bastardized M1903A4. The Unertl 8x has been seen on a sizable number of weapons such as the M1903A1, but sadly the M1903A4 is not one of them. As with the Winchester A5 on the No 4 Mk I (T) the model was chosen for its closer real-life magnification to the game's 7x magnification.
M1903A3 with M1 Grenade Launcher
Equipping the "rifle grenade" attachment mounts a M1 grenade launcher to the M1903A3. Like the M1 Garand it uses M9A1 anti-tank rifle grenades with a mysterious time-delay fuse instead of the rightful impact fuse.
M1 Carbine
The M1 Carbine is available to the officer and radioman and is depicted as the anachronistic post-war variant, sporting adjustable sights and a bayonet lug. Note that the bayonet lug was introduced late war and would have been somewhat more realistic and historically accurate, but adjustable sights were only retrofitted post-war. However, it has the dark walnut furniture of the WWII variant. It has a magazine capacity of 15+1. The officer gets the option to equip the "L" peep sight that converts it to the late-war variant. Both classes have access to the bayonet for it.
Submachine Guns
M1A1 Thompson
The M1A1 Thompson is available to the officer and assault classes, replacing the M1928A1. It uses 30-round stick magazines and fires from an open bolt as with most automatic weapons in-game.
M1 Thompson
Equipping the "Iron Sights" upgrade removes the sight guards and converts it to the M1 Thompson. This upgrade is exclusive to the officer.
M3 Grease Gun
The M3 Grease Gun is available to the assault and engineer classes. It erroneously has 32 rounds of .45 ACP instead of 30 and fires at 500RPM, which makes it very controllable, both in recoil and ammo conservation.
Previously it was an M3 that was mocked up to resemble the M3A1 simply by removing its charging handle, but this has since been rectified. The M3 was also said to be a conscious decision over the M3A1 so that it would fit with the time setting with most of its map, where the M3A1 would be otherwise anachronistic.
Machine Guns
M1918A2 BAR
The M1918A2 BAR appears in Day of Infamy simply as "M1918 BAR". It is exclusive to the support class and holds 20 rounds in its magazine, firing from an open bolt. Its bipods are removed by default but can be equipped for 2 points, and has its slow-fire and fast-fire modes.
Browning M1919A6
The Browning M1919A6 is exclusive to the machine gunner class as simply "M1919 Browning", sporting the conical muzzle booster seen on later models. It holds 250 rounds and fires from an open bolt. It can only be aimed when deployed.
Flamethrowers
M2 Flamethrower
The M2 Flamethrower is exclusive to the flamethrower class. Like its counterparts it has 500 "ammo".
Launchers and Explosives
M1A1 "Bazooka"
The M1A1 Bazooka appears in Day of Infamy as simply the "Bazooka" and is exclusive to the engineer. The player can hold 2 rockets as with the Panzerschreck. It is capable of firing white phosphorous rockets (dubbed "WP Rockets") for 1 point, and this also speeds up the reload of the Bazooka.
Mk 2 Hand Grenade
The Mk 2 hand grenade is the only explosive grenade available to the US Army and is available to all classes except the flamethrower and the sniper classes.
M18 Smoke Grenade
The M18 Smoke Grenade appears in Day of Infamy simply as "Smoke" and incorrectly produces white smoke, despite M18s producing coloured smoke such as red and violet. A more historically accurate version would be the M16 but its smoke it also coloured. It is available to all classes except the engineer.